Implementation of STEAM-Based Mathematics Learning at Junior High School during the Pandemic

Ika Indah Pratiwi, Rita Pramujiyanti Khotimah

Abstract


STEAM approach is one of the learning strategies that connect between fields of science with the aim of training critical, creative, innovative thinking skills and student problem-solving skills. The purpose of this study is to describe the implementation of STEAM-based mathematics learning at one of the junior high schools in Surakarta. This type of research is qualitative descriptive with the subjects were 16 students of class IX and one STEAM learning teacher. Data collection techniques used are interviews, observations, and documentation. The process of data analysing is through data reduction techniques, data presentation, and conclusion drawing. The results showed that the implementation of STEAM-based mathematics learning implemented a shift system where the number of student attendance was only 50% of the total number of students in the class. The learning process is using the Project Based Learning model because mathematics learning in one of the junior high schools in Surakarta is implemented into the creation of a STEAM project with group discussion methods. STEAM-based mathematics learning covers aspects of STEAM. Science is associated with everyday problems such as applying pascal’s law to elevators. Technology implemented on the use of tools and materials. Engineering is associated with the ability of students in solving problems, one of which is in assembling a project. Art includes the ability of students to create a project. Mathematics is related to calculating and measuring a project. As for the problems experienced by teachers and students during the pandemic of the new normal era, is the estimated time given to complete a project.

Keywords


Implementation; Mathematic learning; STEAM

Full Text:

PDF

References


Abdurrahman, Ariyani, F., Maulina, H., & Nurulsari, N. (2019). Design and validation of inquiry-based STEM learning strategy as a powerful alternative solution to facilitate gifted students facing 21st century challenging. Journal for the Education of Gifted Young Scientists, 7(1), 33–56. https://doi.org/10.17478/jegys.513308

Agustina, Z. F., Masfingatin, T., & Maharani, S. (2022). Analysis of Mathematics Communication Capabilities in Linear Program Problem Solving during the Covid-19 Pandemic. AL-ISHLAH: Jurnal Pendidikan, 14(1), 519–528. https://doi.org/10.35445/alishlah.v14i1.830

Anggito, A., Pujiastuti, P., & Gularso, D. (2021). The Effect of Video Project-Based Learning on Students’ Critical Thinking Skills during the Covid-19 Pandemic. AL-ISHLAH: Jurnal Pendidikan, 13(3), 1858–1867. https://doi.org/10.35445/alishlah.v13i3.772

Annizar, A. M., Lestari, A. C., Sofiah, Khairunnisa, G. F., & Maulyda, M. A. (2020). PROSES BERPIKIR INKUIRI DALAM MENYELESAIKAN MASALAH HIGHER ORDER THINKING SKILLS (HOTS) DITINJAU DARI TINGKAT KOGNITIF. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 9(4), 1192–1204. https://doi.org/https://doi.org/10.24127/ajpm.v9i4.3113

Apsari, P. N., & Rizki, S. (2018). MEDIA PEMBELAJARAN MATEMATIKA BERBASIS ANDROID PADA MATERI PROGRAM LINEAR. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 7(1), 161–170.

Atmojo, I. R. W., Ardiansyah, R., Saputri, D. Y., & Adi, F. P. (2021). The Effectiveness of STEAM-Based Augmented Reality Media in Improving the Quality of Natural Science Learning in Elementary School. AL-ISHLAH: Jurnal Pendidikan, 13(2), 821–828. https://doi.org/10.35445/alishlah.v13i2.643

DeJarnette, N. K. (2018). Implementing STEAM in the Early Childhood Classroom. European Journal of STEM Education, 3(3), 1–9. https://doi.org/10.20897/ejsteme/3878

Farwati, R., Metafisika, K., Sari, I., Sitinjak, D. S., Solikha, D. F., & Solfarina, S. (2021). STEM Education Implementation in Indonesia: A Scoping Review. International Journal of STEM Education for Sustainability, 1(1), 11–32. https://doi.org/10.53889/ijses.v1i1.2

Febriana, R., Yusri, R., & Delyana, H. (2020). Modul Geometri Ruang Berbasis Problem Based Learning Terhadap Kreativitas Pemecahan Masalah. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 9(1), 93. https://doi.org/10.24127/ajpm.v9i1.2591

Firdaus, A. M. (2016). Efektivitas Pembelajaran Matematika melalui Penerapan Model Pembelajaran Kooperatif Tipe Snowball Throwing. Beta Jurnal Tadris Matematika, 9(1), 61–74. https://doi.org/10.20414/betajtm.v9i1.1

Harahap, M. S., Nasution, F. H., & Nasution, N. F. (2021). Efektivitas Pendekatan Pembelajaran Science Technology Engineering Art Mathematic (STEAM) Terhadap Kemampuan Komunikasi Matematis. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 10(2), 1053–1062. https://doi.org/https://doi.org/10.24127/ajpm.v10i2.3633

Haryanti, S. (2018). Pemecahan Masalah Matematika melalui Metode Defragmenting. JKPM (Jurnal Kajian Pendidikan Matematika), 3(2), 199. https://doi.org/10.30998/jkpm.v3i2.2768

Hatip, A., & Listiana, Y. (2019). MINAT, KEMANDIRIAN DAN HASIL BELAJAR MAHASISWA PENDIDIKAN MATEMATIKA DALAM E-LEARNING BERBASIS EDMODO. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 8(3), 485–496. https://doi.org/https://doi.org/10.24127/ajpm.v8i3.2261

Hawari, A. D. M., & Noor, A. I. M. (2020). Project Based Learning Pedagogical Design in STEAM Art Education. Asian Journal of University Education, 16(3), 102–111. https://doi.org/10.24191/ajue.v16i3.11072

Istikomah, E., & Wahyuni, A. (2018). Student’s Mathematics Anxiety on The Use of Technology in Mathematics Learning. JRAMathEdu (Journal of Research and Advances in Mathematics Education), 3(2), 69. https://doi.org/10.23917/jramathedu.v3i2.6364

Jantakun, T., Jantakun, K., & Jantakoon, T. (2021). STEAM Education Using Design Thinking Process Through Virtual Communities of Practice (STEAM-DT-VCoPs). Journal of Educational Issues, 7(1), 249. https://doi.org/10.5296/jei.v7i1.18420

Khotimah, R. P., Adnan, M., Ahmad, C. N. C., & Murtiyasa, B. (2021). Science, Mathematics, Engineering, and Mathematics (STEM) Education in Indonesia: A Literature Review. Journal of Physics: Conference Series, 1776, 1–8. https://doi.org/10.1088/1742-6596/1776/1/012028

Kusumaningtyas, S. I., Juniati, D., & Lukito, A. (2017). Pemecahan Masalah Generalisasi Pola Siswa Kelas VII SMP Ditinjuau dari Gaya Kognitif Field Independent dan Field Dependent. Kreano, Jurnal Matematika Kreatif-Inovatif, 8(1), 76–84. https://doi.org/10.15294/kreano.v8i1.6994

Miles, M. B., Huberman, A. M., & Saldaña, J. (2014). Qualitative data analysis: a methods sourcebook. Arizona State University.

Ngaeni, E. N., & Saefudin, A. A. (2017). MENCIPTAKAN PEMBELAJARAN MATEMATIKA YANG EFEKTIF DALAM PEMECAHAN MASALAH MATEMATIKA DENGAN MODEL PEMBELAJARAN PROBLEM POSING. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 6(2), 264–274.

Nurhikmayati, I. (2019). Implementasi STEAM Dalam Pembelajaran Matematika. Didactical Mathematics, 1(2), 41–50. https://doi.org/10.31949/dmj.v1i2.1508

Oktaviani, V. A., Lyesmaya, D., & Maula, L. H. (2020). Meningkatkan Pemahaman Konsep Matematika Menggunakan Pendekatan STEAM (Science, Technology, Engineering, Arts, dan Mathematics) Berbasis Daring. (JKPD) Jurnal Kajian Pendidikan Dasar, 5(2), 142.

Purwasih, R., & Elshap, D. S. (2021). BELAJAR BERSAMA COVID-19:REVIEW IMPELEMENTASI, TANTANGAN DAN SOLUSI PEMBELAJARAN DARING PADA GURU-GURU SMP. AKSIOMA: Jurnal Program Studi Pendidikan Matematika, 10(2), 940–950. https://doi.org/https://doi.org/10.24127/ajpm.v10i2.3545

Quigley, C. F., & Herro, D. (2016). “Finding the Joy in the Unknown”: Implementation of STEAM Teaching Practices in Middle School Science and Math Classrooms. Journal of Science Education and Technology, 25(3), 410–426. https://doi.org/10.1007/s10956-016-9602-z

Rismawati, M., & Asnayani, M. (2019). Analisis Kesalahan Konsep Siswa Kelas Iv Dalam Menyelesaikan Soal Ulangan Matematika Dengan Metode Newman. J-PiMat : Jurnal Pendidikan Matematika, 1(2), 69–78. https://doi.org/10.31932/j-pimat.v1i2.495

Sa’ida, N. (2021). Implementasi Model Pembelajaran STEAM pada Pembelajaran Daring. Jurnal Review Pendidikan Dasar : Jurnal Kajian Pendidikan Dan Hasil Penelitian, 7(2), 123–128. https://journal.unesa.ac.id/index.php/PD/article/view/13955

Shatunova, O., Anisimova, T., Sabirova, F., & Kalimullina, O. (2019). STEAM as an Innovative Educational Technology. Journal of Social Studies Education Research, 10(2), 131–144.

Sirajuddin, S. (2017). Pengembangan Perangkat Pembelajaran Matematika Dengan Kombinasi Pendekatan Matematika Realistik Dan Scientific Pada Siswa Kelas VII SMP. JTAM | Jurnal Teori Dan Aplikasi Matematika, 1(1), 60. https://doi.org/10.31764/jtam.v1i1.316

Supriyatun, S. E. (2019). Implementasi pembelajaran sains, teknologi, engineering, dan matematika STEM pada materi fungsi kuadrat. JUMLAHKU: Jurnal Matematika Ilmiah STKIP Muhammadiyah Kuningan, 5(1), 80–87. https://doi.org/10.33222/jumlahku.v5i1.567

Suriyana, & Novianti, M. (2021). Efektifitas Pembelajaran Berbasis STEAM ( Science , Technology , Engineering , Art , and Mathematics ) terhadap Hasil Belajar pada Meteri Dimensi Tiga SMK. EDUKATIF : JURNAL ILMU PENDIDIKAN, 3(6), 4049–4056. https://doi.org/DOI: https://doi.org/10.31004/edukatif.v3i6.1199

Surya, E., Putri, F. A., & Mukhtar. (2017). Improving mathematical problem-solving ability and self-confidence of high school students through contextual learning model. Journal on Mathematics Education, 8(1), 85–94. https://doi.org/10.22342/jme.8.1.3324.85-94

Wijaya, A. P. (2015). Efektivitas Pembelajaran dengan Pendekatan Matematika Realistik. Jurnal Pendidikan Progresif, 5(1), 1–10.




DOI: https://doi.org/10.35445/alishlah.v%25vi%25i.2324

Refbacks

  • There are currently no refbacks.


Copyright (c) 2022 Ika Indah Pratiwi, Rita Pramujiyanti Khotimah

Al-Ishlah Jurnal Pendidikan Abstracted/Indexed by:

    

 


 

Creative Commons License
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.